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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// UtilsVk.cpp:
// Implements the UtilsVk class.
//
#include "libANGLE/renderer/vulkan/UtilsVk.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/RenderTargetVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
namespace rx
{
namespace BufferUtils_comp = vk::InternalShader::BufferUtils_comp;
namespace ConvertVertex_comp = vk::InternalShader::ConvertVertex_comp;
namespace ImageClear_frag = vk::InternalShader::ImageClear_frag;
namespace ImageCopy_frag = vk::InternalShader::ImageCopy_frag;
namespace BlitResolve_frag = vk::InternalShader::BlitResolve_frag;
namespace BlitResolveStencilNoExport_comp = vk::InternalShader::BlitResolveStencilNoExport_comp;
namespace OverlayCull_comp = vk::InternalShader::OverlayCull_comp;
namespace OverlayDraw_comp = vk::InternalShader::OverlayDraw_comp;
namespace
{
// All internal shaders assume there is only one descriptor set, indexed at 0
constexpr uint32_t kSetIndex = 0;
constexpr uint32_t kBufferClearOutputBinding = 0;
constexpr uint32_t kConvertIndexDestinationBinding = 0;
constexpr uint32_t kConvertVertexDestinationBinding = 0;
constexpr uint32_t kConvertVertexSourceBinding = 1;
constexpr uint32_t kImageCopySourceBinding = 0;
constexpr uint32_t kBlitResolveColorOrDepthBinding = 0;
constexpr uint32_t kBlitResolveStencilBinding = 1;
constexpr uint32_t kBlitResolveSamplerBinding = 2;
constexpr uint32_t kBlitResolveStencilNoExportDestBinding = 0;
constexpr uint32_t kBlitResolveStencilNoExportSrcBinding = 1;
constexpr uint32_t kBlitResolveStencilNoExportSamplerBinding = 2;
constexpr uint32_t kOverlayCullCulledWidgetsBinding = 0;
constexpr uint32_t kOverlayCullWidgetCoordsBinding = 1;
constexpr uint32_t kOverlayDrawOutputBinding = 0;
constexpr uint32_t kOverlayDrawTextWidgetsBinding = 1;
constexpr uint32_t kOverlayDrawGraphWidgetsBinding = 2;
constexpr uint32_t kOverlayDrawCulledWidgetsBinding = 3;
constexpr uint32_t kOverlayDrawFontBinding = 4;
uint32_t GetBufferUtilsFlags(size_t dispatchSize, const vk::Format &format)
{
uint32_t flags = dispatchSize % 64 == 0 ? BufferUtils_comp::kIsAligned : 0;
const angle::Format &bufferFormat = format.actualBufferFormat();
if (bufferFormat.isSint())
{
flags |= BufferUtils_comp::kIsSint;
}
else if (bufferFormat.isUint())
{
flags |= BufferUtils_comp::kIsUint;
}
else
{
flags |= BufferUtils_comp::kIsFloat;
}
return flags;
}
uint32_t GetConvertVertexFlags(const UtilsVk::ConvertVertexParameters &params)
{
bool srcIsSint = params.srcFormat->isSint();
bool srcIsUint = params.srcFormat->isUint();
bool srcIsSnorm = params.srcFormat->isSnorm();
bool srcIsUnorm = params.srcFormat->isUnorm();
bool srcIsFixed = params.srcFormat->isFixed;
bool srcIsFloat = params.srcFormat->isFloat();
bool srcIsA2BGR10 =
params.srcFormat->vertexAttribType == gl::VertexAttribType::UnsignedInt2101010 ||
params.srcFormat->vertexAttribType == gl::VertexAttribType::Int2101010;
bool srcIsRGB10A2 =
params.srcFormat->vertexAttribType == gl::VertexAttribType::UnsignedInt1010102 ||
params.srcFormat->vertexAttribType == gl::VertexAttribType::Int1010102;
bool srcIsHalfFloat = params.srcFormat->isVertexTypeHalfFloat();
bool destIsSint = params.destFormat->isSint();
bool destIsUint = params.destFormat->isUint();
bool destIsFloat = params.destFormat->isFloat();
bool destIsHalfFloat = params.destFormat->isVertexTypeHalfFloat();
// Assert on the types to make sure the shader supports its. These are based on
// ConvertVertex_comp::Conversion values.
ASSERT(!destIsSint || srcIsSint); // If destination is sint, src must be sint too
ASSERT(!destIsUint || srcIsUint); // If destination is uint, src must be uint too
ASSERT(!srcIsFixed || destIsFloat); // If source is fixed, dest must be float
ASSERT(srcIsHalfFloat == destIsHalfFloat); // Both src and dest are half float or neither
// One of each bool set must be true
ASSERT(srcIsSint || srcIsUint || srcIsSnorm || srcIsUnorm || srcIsFixed || srcIsFloat);
ASSERT(destIsSint || destIsUint || destIsFloat);
// We currently don't have any big-endian devices in the list of supported platforms. The
// shader is capable of supporting big-endian architectures, but the relevant flag (IsBigEndian)
// is not added to the build configuration file (to reduce binary size). If necessary, add
// IsBigEndian to ConvertVertex.comp.json and select the appropriate flag based on the
// endian-ness test here.
uint32_t endiannessTest = 0;
*reinterpret_cast<uint8_t *>(&endiannessTest) = 1;
ASSERT(endiannessTest == 1);
uint32_t flags = 0;
if (srcIsA2BGR10)
{
if (srcIsSint && destIsSint)
{
flags |= ConvertVertex_comp::kA2BGR10SintToSint;
}
else if (srcIsUint && destIsUint)
{
flags |= ConvertVertex_comp::kA2BGR10UintToUint;
}
else if (srcIsSint)
{
flags |= ConvertVertex_comp::kA2BGR10SintToFloat;
}
else if (srcIsUint)
{
flags |= ConvertVertex_comp::kA2BGR10UintToFloat;
}
else if (srcIsSnorm)
{
flags |= ConvertVertex_comp::kA2BGR10SnormToFloat;
}
else
{
UNREACHABLE();
}
}
else if (srcIsRGB10A2)
{
if (srcIsSint)
{
flags |= ConvertVertex_comp::kRGB10A2SintToFloat;
}
else if (srcIsUint)
{
flags |= ConvertVertex_comp::kRGB10A2UintToFloat;
}
else if (srcIsSnorm)
{
flags |= ConvertVertex_comp::kRGB10A2SnormToFloat;
}
else if (srcIsUnorm)
{
flags |= ConvertVertex_comp::kRGB10A2UnormToFloat;
}
else
{
UNREACHABLE();
}
}
else if (srcIsHalfFloat && destIsHalfFloat)
{
// Note that HalfFloat conversion uses the same shader as Uint.
flags |= ConvertVertex_comp::kUintToUint;
}
else if (srcIsSint && destIsSint)
{
flags |= ConvertVertex_comp::kSintToSint;
}
else if (srcIsUint && destIsUint)
{
flags |= ConvertVertex_comp::kUintToUint;
}
else if (srcIsSint)
{
flags |= ConvertVertex_comp::kSintToFloat;
}
else if (srcIsUint)
{
flags |= ConvertVertex_comp::kUintToFloat;
}
else if (srcIsSnorm)
{
flags |= ConvertVertex_comp::kSnormToFloat;
}
else if (srcIsUnorm)
{
flags |= ConvertVertex_comp::kUnormToFloat;
}
else if (srcIsFixed)
{
flags |= ConvertVertex_comp::kFixedToFloat;
}
else if (srcIsFloat)
{
flags |= ConvertVertex_comp::kFloatToFloat;
}
else
{
UNREACHABLE();
}
return flags;
}
uint32_t GetImageClearFlags(const angle::Format &format, uint32_t attachmentIndex)
{
constexpr uint32_t kAttachmentFlagStep =
ImageClear_frag::kAttachment1 - ImageClear_frag::kAttachment0;
static_assert(gl::IMPLEMENTATION_MAX_DRAW_BUFFERS == 8,
"ImageClear shader assumes maximum 8 draw buffers");
static_assert(
ImageClear_frag::kAttachment0 + 7 * kAttachmentFlagStep == ImageClear_frag::kAttachment7,
"ImageClear AttachmentN flag calculation needs correction");
uint32_t flags = ImageClear_frag::kAttachment0 + attachmentIndex * kAttachmentFlagStep;
if (format.isSint())
{
flags |= ImageClear_frag::kIsSint;
}
else if (format.isUint())
{
flags |= ImageClear_frag::kIsUint;
}
else
{
flags |= ImageClear_frag::kIsFloat;
}
return flags;
}
uint32_t GetFormatFlags(const angle::Format &format,
uint32_t intFlag,
uint32_t uintFlag,
uint32_t floatFlag)
{
if (format.isSint())
{
return intFlag;
}
if (format.isUint())
{
return uintFlag;
}
return floatFlag;
}
uint32_t GetImageCopyFlags(const vk::Format &srcFormat, const vk::Format &dstFormat)
{
const angle::Format &srcIntendedFormat = srcFormat.intendedFormat();
const angle::Format &dstIntendedFormat = dstFormat.intendedFormat();
uint32_t flags = 0;
flags |= GetFormatFlags(srcIntendedFormat, ImageCopy_frag::kSrcIsSint,
ImageCopy_frag::kSrcIsUint, ImageCopy_frag::kSrcIsFloat);
flags |= GetFormatFlags(dstIntendedFormat, ImageCopy_frag::kDestIsSint,
ImageCopy_frag::kDestIsUint, ImageCopy_frag::kDestIsFloat);
return flags;
}
uint32_t GetBlitResolveFlags(bool blitColor,
bool blitDepth,
bool blitStencil,
const vk::Format &format)
{
if (blitColor)
{
const angle::Format &intendedFormat = format.intendedFormat();
return GetFormatFlags(intendedFormat, BlitResolve_frag::kBlitColorInt,
BlitResolve_frag::kBlitColorUint, BlitResolve_frag::kBlitColorFloat);
}
if (blitDepth)
{
if (blitStencil)
{
return BlitResolve_frag::kBlitDepthStencil;
}
else
{
return BlitResolve_frag::kBlitDepth;
}
}
else
{
return BlitResolve_frag::kBlitStencil;
}
}
uint32_t GetFormatDefaultChannelMask(const vk::Format &format)
{
uint32_t mask = 0;
const angle::Format &intendedFormat = format.intendedFormat();
const angle::Format &imageFormat = format.actualImageFormat();
// Red can never be introduced due to format emulation (except for luma which is handled
// especially)
ASSERT(((intendedFormat.redBits > 0) == (imageFormat.redBits > 0)) || intendedFormat.isLUMA());
mask |= intendedFormat.greenBits == 0 && imageFormat.greenBits > 0 ? 2 : 0;
mask |= intendedFormat.blueBits == 0 && imageFormat.blueBits > 0 ? 4 : 0;
mask |= intendedFormat.alphaBits == 0 && imageFormat.alphaBits > 0 ? 8 : 0;
return mask;
}
// Calculate the transformation offset for blit/resolve. See BlitResolve.frag for details on how
// these values are derived.
void CalculateBlitOffset(const UtilsVk::BlitResolveParameters &params, float offset[2])
{
int srcOffsetFactorX = params.flipX ? -1 : 1;
int srcOffsetFactorY = params.flipY ? -1 : 1;
offset[0] = params.destOffset[0] * params.stretch[0] - params.srcOffset[0] * srcOffsetFactorX;
offset[1] = params.destOffset[1] * params.stretch[1] - params.srcOffset[1] * srcOffsetFactorY;
}
void CalculateResolveOffset(const UtilsVk::BlitResolveParameters &params, int32_t offset[2])
{
int srcOffsetFactorX = params.flipX ? -1 : 1;
int srcOffsetFactorY = params.flipY ? -1 : 1;
// There's no stretching in resolve.
offset[0] = params.destOffset[0] - params.srcOffset[0] * srcOffsetFactorX;
offset[1] = params.destOffset[1] - params.srcOffset[1] * srcOffsetFactorY;
}
} // namespace
UtilsVk::ConvertVertexShaderParams::ConvertVertexShaderParams() = default;
UtilsVk::ImageCopyShaderParams::ImageCopyShaderParams() = default;
UtilsVk::UtilsVk() = default;
UtilsVk::~UtilsVk() = default;
void UtilsVk::destroy(VkDevice device)
{
for (Function f : angle::AllEnums<Function>())
{
for (auto &descriptorSetLayout : mDescriptorSetLayouts[f])
{
descriptorSetLayout.reset();
}
mPipelineLayouts[f].reset();
mDescriptorPools[f].destroy(device);
}
for (vk::ShaderProgramHelper &program : mBufferUtilsPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mConvertIndexPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mConvertIndirectLineLoopPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mConvertIndexIndirectLineLoopPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mConvertVertexPrograms)
{
program.destroy(device);
}
mImageClearProgramVSOnly.destroy(device);
for (vk::ShaderProgramHelper &program : mImageClearProgram)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mImageCopyPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mBlitResolvePrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mBlitResolveStencilNoExportPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mOverlayCullPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mOverlayDrawPrograms)
{
program.destroy(device);
}
mPointSampler.destroy(device);
mLinearSampler.destroy(device);
}
angle::Result UtilsVk::ensureResourcesInitialized(ContextVk *contextVk,
Function function,
VkDescriptorPoolSize *setSizes,
size_t setSizesCount,
size_t pushConstantsSize)
{
RendererVk *renderer = contextVk->getRenderer();
vk::DescriptorSetLayoutDesc descriptorSetDesc;
bool isCompute = function >= Function::ComputeStartIndex;
const VkShaderStageFlags descStages =
isCompute ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_FRAGMENT_BIT;
uint32_t currentBinding = 0;
for (size_t i = 0; i < setSizesCount; ++i)
{
descriptorSetDesc.update(currentBinding, setSizes[i].type, setSizes[i].descriptorCount,
descStages);
currentBinding += setSizes[i].descriptorCount;
}
ANGLE_TRY(renderer->getDescriptorSetLayout(contextVk, descriptorSetDesc,
&mDescriptorSetLayouts[function][kSetIndex]));
gl::ShaderType pushConstantsShaderStage =
isCompute ? gl::ShaderType::Compute : gl::ShaderType::Fragment;
// Corresponding pipeline layouts:
vk::PipelineLayoutDesc pipelineLayoutDesc;
pipelineLayoutDesc.updateDescriptorSetLayout(kSetIndex, descriptorSetDesc);
if (pushConstantsSize)
{
pipelineLayoutDesc.updatePushConstantRange(pushConstantsShaderStage, 0,
static_cast<uint32_t>(pushConstantsSize));
}
ANGLE_TRY(renderer->getPipelineLayout(contextVk, pipelineLayoutDesc,
mDescriptorSetLayouts[function],
&mPipelineLayouts[function]));
if (setSizesCount > 0)
{
ANGLE_TRY(mDescriptorPools[function].init(contextVk, setSizes,
static_cast<uint32_t>(setSizesCount)));
}
return angle::Result::Continue;
}
angle::Result UtilsVk::ensureBufferClearResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::BufferClear].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[1] = {
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1},
};
return ensureResourcesInitialized(contextVk, Function::BufferClear, setSizes,
ArraySize(setSizes), sizeof(BufferUtilsShaderParams));
}
angle::Result UtilsVk::ensureConvertIndexResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::ConvertIndexBuffer].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[2] = {
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
};
return ensureResourcesInitialized(contextVk, Function::ConvertIndexBuffer, setSizes,
ArraySize(setSizes), sizeof(ConvertIndexShaderParams));
}
angle::Result UtilsVk::ensureConvertIndexIndirectResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::ConvertIndexIndirectBuffer].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[4] = {
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dest index buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // source index buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // src indirect buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dest indirect buffer
};
return ensureResourcesInitialized(contextVk, Function::ConvertIndexIndirectBuffer, setSizes,
ArraySize(setSizes),
sizeof(ConvertIndexIndirectShaderParams));
}
angle::Result UtilsVk::ensureConvertIndexIndirectLineLoopResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::ConvertIndexIndirectLineLoopBuffer].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[4] = {
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // cmd buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dest cmd buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // source index buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dest index buffer
};
return ensureResourcesInitialized(contextVk, Function::ConvertIndexIndirectLineLoopBuffer,
setSizes, ArraySize(setSizes),
sizeof(ConvertIndexIndirectLineLoopShaderParams));
}
angle::Result UtilsVk::ensureConvertIndirectLineLoopResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::ConvertIndirectLineLoopBuffer].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[3] = {
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // cmd buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dest cmd buffer
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dest index buffer
};
return ensureResourcesInitialized(contextVk, Function::ConvertIndirectLineLoopBuffer, setSizes,
ArraySize(setSizes),
sizeof(ConvertIndirectLineLoopShaderParams));
}
angle::Result UtilsVk::ensureConvertVertexResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::ConvertVertexBuffer].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[2] = {
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
};
return ensureResourcesInitialized(contextVk, Function::ConvertVertexBuffer, setSizes,
ArraySize(setSizes), sizeof(ConvertVertexShaderParams));
}
angle::Result UtilsVk::ensureImageClearResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::ImageClear].valid())
{
return angle::Result::Continue;
}
// The shader does not use any descriptor sets.
return ensureResourcesInitialized(contextVk, Function::ImageClear, nullptr, 0,
sizeof(ImageClearShaderParams));
}
angle::Result UtilsVk::ensureImageCopyResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::ImageCopy].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[1] = {
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1},
};
return ensureResourcesInitialized(contextVk, Function::ImageCopy, setSizes, ArraySize(setSizes),
sizeof(ImageCopyShaderParams));
}
angle::Result UtilsVk::ensureBlitResolveResourcesInitialized(ContextVk *contextVk)
{
if (!mPipelineLayouts[Function::BlitResolve].valid())
{
VkDescriptorPoolSize setSizes[3] = {
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1},
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1},
{VK_DESCRIPTOR_TYPE_SAMPLER, 1},
};
ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::BlitResolve, setSizes,
ArraySize(setSizes), sizeof(BlitResolveShaderParams)));
}
return ensureSamplersInitialized(contextVk);
}
angle::Result UtilsVk::ensureBlitResolveStencilNoExportResourcesInitialized(ContextVk *contextVk)
{
if (!mPipelineLayouts[Function::BlitResolveStencilNoExport].valid())
{
VkDescriptorPoolSize setSizes[3] = {
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1},
{VK_DESCRIPTOR_TYPE_SAMPLER, 1},
};
ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::BlitResolveStencilNoExport,
setSizes, ArraySize(setSizes),
sizeof(BlitResolveStencilNoExportShaderParams)));
}
return ensureSamplersInitialized(contextVk);
}
angle::Result UtilsVk::ensureOverlayCullResourcesInitialized(ContextVk *contextVk)
{
if (mPipelineLayouts[Function::OverlayCull].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[2] = {
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1},
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1},
};
return ensureResourcesInitialized(contextVk, Function::OverlayCull, setSizes,
ArraySize(setSizes), 0);
}
angle::Result UtilsVk::ensureOverlayDrawResourcesInitialized(ContextVk *contextVk)
{
if (!mPipelineLayouts[Function::OverlayDraw].valid())
{
VkDescriptorPoolSize setSizes[5] = {
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1}, {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1},
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1},
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1},
};
ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::OverlayDraw, setSizes,
ArraySize(setSizes), sizeof(OverlayDrawShaderParams)));
}
return ensureSamplersInitialized(contextVk);
}
angle::Result UtilsVk::ensureSamplersInitialized(ContextVk *contextVk)
{
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.flags = 0;
samplerInfo.magFilter = VK_FILTER_NEAREST;
samplerInfo.minFilter = VK_FILTER_NEAREST;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.anisotropyEnable = VK_FALSE;
samplerInfo.maxAnisotropy = 1;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.minLod = 0;
samplerInfo.maxLod = 0;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_TRANSPARENT_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
if (!mPointSampler.valid())
{
ANGLE_VK_TRY(contextVk, mPointSampler.init(contextVk->getDevice(), samplerInfo));
}
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
if (!mLinearSampler.valid())
{
ANGLE_VK_TRY(contextVk, mLinearSampler.init(contextVk->getDevice(), samplerInfo));
}
return angle::Result::Continue;
}
angle::Result UtilsVk::setupProgram(ContextVk *contextVk,
Function function,
vk::RefCounted<vk::ShaderAndSerial> *fsCsShader,
vk::RefCounted<vk::ShaderAndSerial> *vsShader,
vk::ShaderProgramHelper *program,
const vk::GraphicsPipelineDesc *pipelineDesc,
const VkDescriptorSet descriptorSet,
const void *pushConstants,
size_t pushConstantsSize,
vk::CommandBuffer *commandBuffer)
{
RendererVk *renderer = contextVk->getRenderer();
const bool isCompute = function >= Function::ComputeStartIndex;
const VkShaderStageFlags pushConstantsShaderStage =
isCompute ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_FRAGMENT_BIT;
const VkPipelineBindPoint pipelineBindPoint =
isCompute ? VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
// If compute, vsShader and pipelineDesc should be nullptr, and if not compute they shouldn't
// be.
ASSERT(isCompute != (vsShader && pipelineDesc));
const vk::BindingPointer<vk::PipelineLayout> &pipelineLayout = mPipelineLayouts[function];
Serial serial = contextVk->getCurrentQueueSerial();
if (isCompute)
{
vk::PipelineAndSerial *pipelineAndSerial;
program->setShader(gl::ShaderType::Compute, fsCsShader);
ANGLE_TRY(program->getComputePipeline(contextVk, pipelineLayout.get(), &pipelineAndSerial));
pipelineAndSerial->updateSerial(serial);
commandBuffer->bindComputePipeline(pipelineAndSerial->get());
}
else
{
program->setShader(gl::ShaderType::Vertex, vsShader);
if (fsCsShader)
{
program->setShader(gl::ShaderType::Fragment, fsCsShader);
}
// This value is not used but is passed to getGraphicsPipeline to avoid a nullptr check.
const vk::GraphicsPipelineDesc *descPtr;
vk::PipelineHelper *helper;
vk::PipelineCache *pipelineCache = nullptr;
ANGLE_TRY(renderer->getPipelineCache(&pipelineCache));
ANGLE_TRY(program->getGraphicsPipeline(contextVk, &contextVk->getRenderPassCache(),
*pipelineCache, serial, pipelineLayout.get(),
*pipelineDesc, gl::AttributesMask(),
gl::ComponentTypeMask(), &descPtr, &helper));
helper->updateSerial(serial);
commandBuffer->bindGraphicsPipeline(helper->getPipeline());
}
if (descriptorSet != VK_NULL_HANDLE)
{
commandBuffer->bindDescriptorSets(pipelineLayout.get(), pipelineBindPoint, 0, 1,
&descriptorSet, 0, nullptr);
}
if (pushConstants)
{
commandBuffer->pushConstants(pipelineLayout.get(), pushConstantsShaderStage, 0,
static_cast<uint32_t>(pushConstantsSize), pushConstants);
}
return angle::Result::Continue;
}
angle::Result UtilsVk::clearBuffer(ContextVk *contextVk,
vk::BufferHelper *dest,
const ClearParameters &params)
{
ANGLE_TRY(ensureBufferClearResourcesInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(contextVk, &commandBuffer));
// Tell dest it's being written to.
dest->onSelfReadWrite(contextVk, VK_ACCESS_SHADER_WRITE_BIT);
const vk::Format &destFormat = dest->getViewFormat();
uint32_t flags = BufferUtils_comp::kIsClear | GetBufferUtilsFlags(params.size, destFormat);
BufferUtilsShaderParams shaderParams;
shaderParams.destOffset = static_cast<uint32_t>(params.offset);
shaderParams.size = static_cast<uint32_t>(params.size);
shaderParams.clearValue = params.clearValue;
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::BufferClear, &descriptorPoolBinding,
&descriptorSet));
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kBufferClearOutputBinding;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
writeInfo.pTexelBufferView = dest->getBufferView().ptr();
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getBufferUtils_comp(contextVk, flags, &shader));
ANGLE_TRY(setupProgram(contextVk, Function::BufferClear, shader, nullptr,
&mBufferUtilsPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
commandBuffer->dispatch(UnsignedCeilDivide(static_cast<uint32_t>(params.size), 64), 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::convertIndexBuffer(ContextVk *contextVk,
vk::BufferHelper *dest,
vk::BufferHelper *src,
const ConvertIndexParameters &params)
{
ANGLE_TRY(ensureConvertIndexResourcesInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(contextVk, &commandBuffer));
// Tell src we are going to read from it and dest it's being written to.
src->onReadByBuffer(contextVk, dest, VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_WRITE_BIT);
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndexBuffer, &descriptorPoolBinding,
&descriptorSet));
std::array<VkDescriptorBufferInfo, 2> buffers = {{
{dest->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{src->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
}};
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kConvertIndexDestinationBinding;
writeInfo.descriptorCount = 2;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfo.pBufferInfo = buffers.data();
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr);
ConvertIndexShaderParams shaderParams = {params.srcOffset, params.dstOffset >> 2,
params.maxIndex, 0};
uint32_t flags = 0;
if (contextVk->getState().isPrimitiveRestartEnabled())
{
flags |= vk::InternalShader::ConvertIndex_comp::kIsPrimitiveRestartEnabled;
}
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getConvertIndex_comp(contextVk, flags, &shader));
ANGLE_TRY(setupProgram(contextVk, Function::ConvertIndexBuffer, shader, nullptr,
&mConvertIndexPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(ConvertIndexShaderParams), commandBuffer));
constexpr uint32_t kInvocationsPerGroup = 64;
constexpr uint32_t kInvocationsPerIndex = 2;
const uint32_t kIndexCount = params.maxIndex - params.srcOffset;
const uint32_t kGroupCount =
UnsignedCeilDivide(kIndexCount * kInvocationsPerIndex, kInvocationsPerGroup);
commandBuffer->dispatch(kGroupCount, 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::convertIndexIndirectBuffer(ContextVk *contextVk,
vk::BufferHelper *srcIndirectBuf,
vk::BufferHelper *srcIndexBuf,
vk::BufferHelper *dstIndirectBuf,
vk::BufferHelper *dstIndexBuf,
const ConvertIndexIndirectParameters &params)
{
ANGLE_TRY(ensureConvertIndexIndirectResourcesInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dstIndexBuf->recordCommands(contextVk, &commandBuffer));
// Tell src we are going to read from it and dest it's being written to.
srcIndexBuf->onReadByBuffer(contextVk, dstIndexBuf, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
srcIndirectBuf->onReadByBuffer(contextVk, dstIndexBuf, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
ANGLE_TRY(dstIndirectBuf->recordCommands(contextVk, &commandBuffer));
srcIndirectBuf->onReadByBuffer(contextVk, dstIndirectBuf, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndexIndirectBuffer,
&descriptorPoolBinding, &descriptorSet));
std::array<VkDescriptorBufferInfo, 4> buffers = {{
{dstIndexBuf->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{srcIndexBuf->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{srcIndirectBuf->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{dstIndirectBuf->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
}};
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kConvertIndexDestinationBinding;
writeInfo.descriptorCount = 4;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfo.pBufferInfo = buffers.data();
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr);
ConvertIndexIndirectShaderParams shaderParams = {params.srcIndirectBufOffset >> 2,
params.dstIndexBufOffset >> 2, params.maxIndex,
params.dstIndirectBufOffset >> 2};
uint32_t flags = vk::InternalShader::ConvertIndex_comp::kIsIndirect;
if (contextVk->getState().isPrimitiveRestartEnabled())
{
flags |= vk::InternalShader::ConvertIndex_comp::kIsPrimitiveRestartEnabled;
}
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getConvertIndex_comp(contextVk, flags, &shader));
ANGLE_TRY(setupProgram(contextVk, Function::ConvertIndexIndirectBuffer, shader, nullptr,
&mConvertIndexPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(ConvertIndexIndirectShaderParams), commandBuffer));
constexpr uint32_t kInvocationsPerGroup = 64;
constexpr uint32_t kInvocationsPerIndex = 2;
const uint32_t kIndexCount = params.maxIndex;
const uint32_t kGroupCount =
UnsignedCeilDivide(kIndexCount * kInvocationsPerIndex, kInvocationsPerGroup);
commandBuffer->dispatch(kGroupCount, 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::convertLineLoopIndexIndirectBuffer(
ContextVk *contextVk,
vk::BufferHelper *srcIndirectBuffer,
vk::BufferHelper *dstIndirectBuffer,
vk::BufferHelper *dstIndexBuffer,
vk::BufferHelper *srcIndexBuffer,
const ConvertLineLoopIndexIndirectParameters &params)
{
ANGLE_TRY(ensureConvertIndexIndirectLineLoopResourcesInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dstIndexBuffer->recordCommands(contextVk, &commandBuffer));
// Tell src we are going to read from it and dest it's being written to.
srcIndexBuffer->onReadByBuffer(contextVk, dstIndexBuffer, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
srcIndirectBuffer->onReadByBuffer(contextVk, dstIndexBuffer, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
ANGLE_TRY(dstIndirectBuffer->recordCommands(contextVk, &commandBuffer));
srcIndirectBuffer->onReadByBuffer(contextVk, dstIndirectBuffer, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndexIndirectLineLoopBuffer,
&descriptorPoolBinding, &descriptorSet));
std::array<VkDescriptorBufferInfo, 4> buffers = {{
{dstIndexBuffer->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{srcIndexBuffer->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{srcIndirectBuffer->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{dstIndirectBuffer->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
}};
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kConvertIndexDestinationBinding;
writeInfo.descriptorCount = 4;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfo.pBufferInfo = buffers.data();
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr);
ConvertIndexIndirectLineLoopShaderParams shaderParams = {
params.indirectBufferOffset >> 2, params.dstIndirectBufferOffset >> 2,
params.dstIndexBufferOffset >> 2, contextVk->getState().isPrimitiveRestartEnabled()};
uint32_t flags = 0;
if (params.is32Bit)
{
flags |= vk::InternalShader::ConvertIndexIndirectLineLoop_comp::kIs32Bit;
}
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getConvertIndexIndirectLineLoop_comp(contextVk, flags,
&shader));
ANGLE_TRY(setupProgram(contextVk, Function::ConvertIndexIndirectLineLoopBuffer, shader, nullptr,
&mConvertIndexIndirectLineLoopPrograms[flags], nullptr, descriptorSet,
&shaderParams, sizeof(ConvertIndexIndirectLineLoopShaderParams),
commandBuffer));
commandBuffer->dispatch(1, 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::convertLineLoopArrayIndirectBuffer(
ContextVk *contextVk,
vk::BufferHelper *srcIndirectBuffer,
vk::BufferHelper *destIndirectBuffer,
vk::BufferHelper *destIndexBuffer,
const ConvertLineLoopArrayIndirectParameters &params)
{
ANGLE_TRY(ensureConvertIndirectLineLoopResourcesInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(destIndexBuffer->recordCommands(contextVk, &commandBuffer));
// Tell src we are going to read from it and dest it's being written to.
srcIndirectBuffer->onReadByBuffer(contextVk, destIndexBuffer, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
ANGLE_TRY(destIndirectBuffer->recordCommands(contextVk, &commandBuffer));
srcIndirectBuffer->onReadByBuffer(contextVk, destIndirectBuffer, VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT);
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndirectLineLoopBuffer,
&descriptorPoolBinding, &descriptorSet));
std::array<VkDescriptorBufferInfo, 3> buffers = {{
{srcIndirectBuffer->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{destIndirectBuffer->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{destIndexBuffer->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
}};
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kConvertIndexDestinationBinding;
writeInfo.descriptorCount = 3;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfo.pBufferInfo = buffers.data();
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr);
ConvertIndirectLineLoopShaderParams shaderParams = {params.indirectBufferOffset >> 2,
params.dstIndirectBufferOffset >> 2,
params.dstIndexBufferOffset >> 2};
uint32_t flags = 0;
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(
contextVk->getShaderLibrary().getConvertIndirectLineLoop_comp(contextVk, flags, &shader));
ANGLE_TRY(setupProgram(contextVk, Function::ConvertIndirectLineLoopBuffer, shader, nullptr,
&mConvertIndirectLineLoopPrograms[flags], nullptr, descriptorSet,
&shaderParams, sizeof(ConvertIndirectLineLoopShaderParams),
commandBuffer));
commandBuffer->dispatch(1, 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::convertVertexBuffer(ContextVk *contextVk,
vk::BufferHelper *dest,
vk::BufferHelper *src,
const ConvertVertexParameters &params)
{
ANGLE_TRY(ensureConvertVertexResourcesInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(contextVk, &commandBuffer));
// Tell src we are going to read from it and dest it's being written to.
src->onReadByBuffer(contextVk, dest, VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_WRITE_BIT);
ConvertVertexShaderParams shaderParams;
shaderParams.Ns = params.srcFormat->channelCount;
shaderParams.Bs = params.srcFormat->pixelBytes / params.srcFormat->channelCount;
shaderParams.Ss = static_cast<uint32_t>(params.srcStride);
shaderParams.Nd = params.destFormat->channelCount;
shaderParams.Bd = params.destFormat->pixelBytes / params.destFormat->channelCount;
shaderParams.Sd = shaderParams.Nd * shaderParams.Bd;
// The component size is expected to either be 1, 2 or 4 bytes.
ASSERT(4 % shaderParams.Bs == 0);
ASSERT(4 % shaderParams.Bd == 0);
shaderParams.Es = 4 / shaderParams.Bs;
shaderParams.Ed = 4 / shaderParams.Bd;
// Total number of output components is simply the number of vertices by number of components in
// each.
shaderParams.componentCount = static_cast<uint32_t>(params.vertexCount * shaderParams.Nd);
// Total number of 4-byte outputs is the number of components divided by how many components can
// fit in a 4-byte value. Note that this value is also the invocation size of the shader.
shaderParams.outputCount = shaderParams.componentCount / shaderParams.Ed;
shaderParams.srcOffset = static_cast<uint32_t>(params.srcOffset);
shaderParams.destOffset = static_cast<uint32_t>(params.destOffset);
uint32_t flags = GetConvertVertexFlags(params);
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertVertexBuffer,
&descriptorPoolBinding, &descriptorSet));
VkWriteDescriptorSet writeInfo = {};
VkDescriptorBufferInfo buffers[2] = {
{dest->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{src->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
};
static_assert(kConvertVertexDestinationBinding + 1 == kConvertVertexSourceBinding,
"Update write info");
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kConvertVertexDestinationBinding;
writeInfo.descriptorCount = 2;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfo.pBufferInfo = buffers;
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getConvertVertex_comp(contextVk, flags, &shader));
ANGLE_TRY(setupProgram(contextVk, Function::ConvertVertexBuffer, shader, nullptr,
&mConvertVertexPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
commandBuffer->dispatch(UnsignedCeilDivide(shaderParams.outputCount, 64), 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::startRenderPass(ContextVk *contextVk,
vk::ImageHelper *image,
const vk::ImageView *imageView,
const vk::RenderPassDesc &renderPassDesc,
const gl::Rectangle &renderArea,
vk::CommandBuffer **commandBufferOut)
{
vk::RenderPass *compatibleRenderPass = nullptr;
ANGLE_TRY(contextVk->getCompatibleRenderPass(renderPassDesc, &compatibleRenderPass));
VkFramebufferCreateInfo framebufferInfo = {};
// Minimize the framebuffer coverage to only cover up to the render area.
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.flags = 0;
framebufferInfo.renderPass = compatibleRenderPass->getHandle();
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = imageView->ptr();
framebufferInfo.width = renderArea.x + renderArea.width;
framebufferInfo.height = renderArea.y + renderArea.height;
framebufferInfo.layers = 1;
vk::Framebuffer framebuffer;
ANGLE_VK_TRY(contextVk, framebuffer.init(contextVk->getDevice(), framebufferInfo));
vk::AttachmentOpsArray renderPassAttachmentOps;
std::vector<VkClearValue> clearValues = {{}};
ASSERT(clearValues.size() == 1);
renderPassAttachmentOps.initWithLoadStore(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
ANGLE_TRY(image->beginRenderPass(contextVk, framebuffer, renderArea, renderPassDesc,
renderPassAttachmentOps, clearValues, commandBufferOut));
contextVk->addGarbage(&framebuffer);
return angle::Result::Continue;
}
angle::Result UtilsVk::clearFramebuffer(ContextVk *contextVk,
FramebufferVk *framebuffer,
const ClearFramebufferParameters &params)
{
ANGLE_TRY(ensureImageClearResourcesInitialized(contextVk));
const gl::Rectangle &scissoredRenderArea = params.clearArea;
vk::CommandBuffer *commandBuffer;
if (!framebuffer->appendToStartedRenderPass(contextVk->getCommandGraph(), scissoredRenderArea,
&commandBuffer))
{
ANGLE_TRY(framebuffer->startNewRenderPass(contextVk, scissoredRenderArea, &commandBuffer));
}
ImageClearShaderParams shaderParams;
shaderParams.clearValue = params.colorClearValue;
vk::GraphicsPipelineDesc pipelineDesc;
pipelineDesc.initDefaults();
pipelineDesc.setCullMode(VK_CULL_MODE_NONE);
pipelineDesc.setColorWriteMask(0, gl::DrawBufferMask());
pipelineDesc.setSingleColorWriteMask(params.colorAttachmentIndexGL, params.colorMaskFlags);
pipelineDesc.setRasterizationSamples(framebuffer->getSamples());
pipelineDesc.setRenderPassDesc(framebuffer->getRenderPassDesc());
// Note: depth test is disabled by default so this should be unnecessary, but works around an
// Intel bug on windows. http://anglebug.com/3348
pipelineDesc.setDepthWriteEnabled(false);
// Clear stencil by enabling stencil write with the right mask.
if (params.clearStencil)
{
const uint8_t compareMask = 0xFF;
const uint8_t clearStencilValue = params.stencilClearValue;
pipelineDesc.setStencilTestEnabled(true);
pipelineDesc.setStencilFrontFuncs(clearStencilValue, VK_COMPARE_OP_ALWAYS, compareMask);
pipelineDesc.setStencilBackFuncs(clearStencilValue, VK_COMPARE_OP_ALWAYS, compareMask);
pipelineDesc.setStencilFrontOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE,
VK_STENCIL_OP_REPLACE);
pipelineDesc.setStencilBackOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE,
VK_STENCIL_OP_REPLACE);
pipelineDesc.setStencilFrontWriteMask(params.stencilMask);
pipelineDesc.setStencilBackWriteMask(params.stencilMask);
}
VkViewport viewport;
gl::Rectangle completeRenderArea = framebuffer->getCompleteRenderArea();
bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO();
gl_vk::GetViewport(completeRenderArea, 0.0f, 1.0f, invertViewport, completeRenderArea.height,
&viewport);
pipelineDesc.setViewport(viewport);
pipelineDesc.setScissor(gl_vk::GetRect(params.clearArea));
vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary();
vk::RefCounted<vk::ShaderAndSerial> *vertexShader = nullptr;
vk::RefCounted<vk::ShaderAndSerial> *fragmentShader = nullptr;
vk::ShaderProgramHelper *imageClearProgram = &mImageClearProgramVSOnly;
ANGLE_TRY(shaderLibrary.getFullScreenQuad_vert(contextVk, 0, &vertexShader));
if (params.clearColor)
{
uint32_t flags = GetImageClearFlags(*params.colorFormat, params.colorAttachmentIndexGL);
ANGLE_TRY(shaderLibrary.getImageClear_frag(contextVk, flags, &fragmentShader));
imageClearProgram = &mImageClearProgram[flags];
}
ANGLE_TRY(setupProgram(contextVk, Function::ImageClear, fragmentShader, vertexShader,
imageClearProgram, &pipelineDesc, VK_NULL_HANDLE, &shaderParams,
sizeof(shaderParams), commandBuffer));
commandBuffer->draw(6, 0);
return angle::Result::Continue;
}
angle::Result UtilsVk::colorBlitResolve(ContextVk *contextVk,
FramebufferVk *framebuffer,
vk::ImageHelper *src,
const vk::ImageView *srcView,
const BlitResolveParameters &params)
{
return blitResolveImpl(contextVk, framebuffer, src, srcView, nullptr, nullptr, params);
}
angle::Result UtilsVk::depthStencilBlitResolve(ContextVk *contextVk,
FramebufferVk *framebuffer,
vk::ImageHelper *src,
const vk::ImageView *srcDepthView,
const vk::ImageView *srcStencilView,
const BlitResolveParameters &params)
{
return blitResolveImpl(contextVk, framebuffer, src, nullptr, srcDepthView, srcStencilView,
params);
}
angle::Result UtilsVk::blitResolveImpl(ContextVk *contextVk,
FramebufferVk *framebuffer,
vk::ImageHelper *src,
const vk::ImageView *srcColorView,
const vk::ImageView *srcDepthView,
const vk::ImageView *srcStencilView,
const BlitResolveParameters &params)
{
// Possible ways to resolve color are:
//
// - vkCmdResolveImage: This is by far the easiest method, but lacks the ability to flip
// images during resolve.
// - Manual resolve: A shader can read all samples from input, average them and output.
// - Using subpass resolve attachment: A shader can transform the sample colors from source to
// destination coordinates and the subpass resolve would finish the job.
//
// The first method is unable to handle flipping, so it's not generally applicable. The last
// method would have been great were we able to modify the last render pass that rendered into
// source, but still wouldn't be able to handle flipping. The second method is implemented in
// this function for complete control.
// Possible ways to resolve depth/stencil are:
//
// - Manual resolve: A shader can read a samples from input and choose that for output.
// - Using subpass resolve attachment through VkSubpassDescriptionDepthStencilResolveKHR: This
// requires an extension that's not very well supported.
//
// The first method is implemented in this function.
// Possible ways to blit color, depth or stencil are:
//
// - vkCmdBlitImage: This function works if the source and destination formats have the blit
// feature.
// - Manual blit: A shader can sample from the source image and write it to the destination.
//
// The first method has a serious shortcoming. GLES allows blit parameters to exceed the
// source or destination boundaries. The actual blit is clipped to these limits, but the
// scaling applied is determined solely by the input areas. Vulkan requires the blit parameters
// to be within the source and destination bounds. This makes it hard to keep the scaling
// constant.
//
// The second method is implemented in this function, which shares code with the resolve method.
ANGLE_TRY(ensureBlitResolveResourcesInitialized(contextVk));
bool isResolve = src->getSamples() > 1;
BlitResolveShaderParams shaderParams;
if (isResolve)
{
CalculateResolveOffset(params, shaderParams.offset.resolve);
}
else
{
CalculateBlitOffset(params, shaderParams.offset.blit);
}
shaderParams.stretch[0] = params.stretch[0];
shaderParams.stretch[1] = params.stretch[1];
shaderParams.invSrcExtent[0] = 1.0f / params.srcExtents[0];
shaderParams.invSrcExtent[1] = 1.0f / params.srcExtents[1];
shaderParams.srcLayer = params.srcLayer;
shaderParams.samples = src->getSamples();
shaderParams.invSamples = 1.0f / shaderParams.samples;
shaderParams.outputMask =
static_cast<uint32_t>(framebuffer->getState().getEnabledDrawBuffers().to_ulong());
shaderParams.flipX = params.flipX;
shaderParams.flipY = params.flipY;
bool blitColor = srcColorView != nullptr;
bool blitDepth = srcDepthView != nullptr;
bool blitStencil = srcStencilView != nullptr;
// Either color is blitted/resolved or depth/stencil, but not both.
ASSERT(blitColor != (blitDepth || blitStencil));
// Linear sampling is only valid with color blitting.
ASSERT((blitColor && !isResolve) || !params.linear);
uint32_t flags = GetBlitResolveFlags(blitColor, blitDepth, blitStencil, src->getFormat());
flags |= src->getLayerCount() > 1 ? BlitResolve_frag::kSrcIsArray : 0;
flags |= isResolve ? BlitResolve_frag::kIsResolve : 0;
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::BlitResolve, &descriptorPoolBinding,
&descriptorSet));
constexpr VkColorComponentFlags kAllColorComponents =
VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT;
vk::GraphicsPipelineDesc pipelineDesc;
pipelineDesc.initDefaults();
if (blitColor)
{
pipelineDesc.setColorWriteMask(kAllColorComponents,
framebuffer->getEmulatedAlphaAttachmentMask());
}
else
{
pipelineDesc.setColorWriteMask(0, gl::DrawBufferMask());
}
pipelineDesc.setCullMode(VK_CULL_MODE_NONE);
pipelineDesc.setRenderPassDesc(framebuffer->getRenderPassDesc());
pipelineDesc.setDepthTestEnabled(blitDepth);
pipelineDesc.setDepthWriteEnabled(blitDepth);
pipelineDesc.setDepthFunc(VK_COMPARE_OP_ALWAYS);
if (blitStencil)
{
ASSERT(contextVk->getRenderer()->getFeatures().supportsShaderStencilExport.enabled);
const uint8_t completeMask = 0xFF;
const uint8_t unusedReference = 0x00;
pipelineDesc.setStencilTestEnabled(true);
pipelineDesc.setStencilFrontFuncs(unusedReference, VK_COMPARE_OP_ALWAYS, completeMask);
pipelineDesc.setStencilBackFuncs(unusedReference, VK_COMPARE_OP_ALWAYS, completeMask);
pipelineDesc.setStencilFrontOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE,
VK_STENCIL_OP_REPLACE);
pipelineDesc.setStencilBackOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE,
VK_STENCIL_OP_REPLACE);
pipelineDesc.setStencilFrontWriteMask(completeMask);
pipelineDesc.setStencilBackWriteMask(completeMask);
}
VkViewport viewport;
gl::Rectangle completeRenderArea = framebuffer->getCompleteRenderArea();
gl_vk::GetViewport(completeRenderArea, 0.0f, 1.0f, false, completeRenderArea.height, &viewport);
pipelineDesc.setViewport(viewport);
pipelineDesc.setScissor(gl_vk::GetRect(params.blitArea));
// Change source layout outside render pass
if (src->isLayoutChangeNecessary(vk::ImageLayout::AllGraphicsShadersReadOnly))
{
vk::CommandBuffer *srcLayoutChange;
ANGLE_TRY(src->recordCommands(contextVk, &srcLayoutChange));
src->changeLayout(src->getAspectFlags(), vk::ImageLayout::AllGraphicsShadersReadOnly,
srcLayoutChange);
}
vk::CommandBuffer *commandBuffer;
if (!framebuffer->appendToStartedRenderPass(contextVk->getCommandGraph(), params.blitArea,
&commandBuffer))
{
ANGLE_TRY(framebuffer->startNewRenderPass(contextVk, params.blitArea, &commandBuffer));
}
// Source's layout change should happen before rendering
src->addReadDependency(contextVk, framebuffer->getFramebuffer());
VkDescriptorImageInfo imageInfos[2] = {};
if (blitColor)
{
imageInfos[0].imageView = srcColorView->getHandle();
imageInfos[0].imageLayout = src->getCurrentLayout();
}
if (blitDepth)
{
imageInfos[0].imageView = srcDepthView->getHandle();
imageInfos[0].imageLayout = src->getCurrentLayout();
}
if (blitStencil)
{
imageInfos[1].imageView = srcStencilView->getHandle();
imageInfos[1].imageLayout = src->getCurrentLayout();
}
VkDescriptorImageInfo samplerInfo = {};
samplerInfo.sampler = params.linear ? mLinearSampler.getHandle() : mPointSampler.getHandle();
VkWriteDescriptorSet writeInfos[3] = {};
writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[0].dstSet = descriptorSet;
writeInfos[0].dstBinding = kBlitResolveColorOrDepthBinding;
writeInfos[0].descriptorCount = 1;
writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
writeInfos[0].pImageInfo = &imageInfos[0];
writeInfos[1] = writeInfos[0];
writeInfos[1].dstBinding = kBlitResolveStencilBinding;
writeInfos[1].pImageInfo = &imageInfos[1];
writeInfos[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[2].dstSet = descriptorSet;
writeInfos[2].dstBinding = kBlitResolveSamplerBinding;
writeInfos[2].descriptorCount = 1;
writeInfos[2].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
writeInfos[2].pImageInfo = &samplerInfo;
// If resolving color, there's one write info; index 0
// If resolving depth, write info index 0 must be written
// If resolving stencil, write info index 1 must also be written
//
// Note again that resolving color and depth/stencil are mutually exclusive here.
uint32_t writeInfoOffset = blitDepth || blitColor ? 0 : 1;
uint32_t writeInfoCount = blitColor + blitDepth + blitStencil;
vkUpdateDescriptorSets(contextVk->getDevice(), writeInfoCount, writeInfos + writeInfoOffset, 0,
nullptr);
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfos[2], 0, nullptr);
vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary();
vk::RefCounted<vk::ShaderAndSerial> *vertexShader = nullptr;
vk::RefCounted<vk::ShaderAndSerial> *fragmentShader = nullptr;
ANGLE_TRY(shaderLibrary.getFullScreenQuad_vert(contextVk, 0, &vertexShader));
ANGLE_TRY(shaderLibrary.getBlitResolve_frag(contextVk, flags, &fragmentShader));
ANGLE_TRY(setupProgram(contextVk, Function::BlitResolve, fragmentShader, vertexShader,
&mBlitResolvePrograms[flags], &pipelineDesc, descriptorSet,
&shaderParams, sizeof(shaderParams), commandBuffer));
commandBuffer->draw(6, 0);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::stencilBlitResolveNoShaderExport(ContextVk *contextVk,
FramebufferVk *framebuffer,
vk::ImageHelper *src,
const vk::ImageView *srcStencilView,
const BlitResolveParameters &params)
{
// When VK_EXT_shader_stencil_export is not available, stencil is blitted/resolved into a
// temporary buffer which is then copied into the stencil aspect of the image.
ANGLE_TRY(ensureBlitResolveStencilNoExportResourcesInitialized(contextVk));
bool isResolve = src->getSamples() > 1;
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::BlitResolveStencilNoExport,
&descriptorPoolBinding, &descriptorSet));
// Create a temporary buffer to blit/resolve stencil into.
vk::RendererScoped<vk::BufferHelper> blitBuffer(contextVk->getRenderer());
uint32_t bufferRowLengthInUints = UnsignedCeilDivide(params.blitArea.width, sizeof(uint32_t));
VkDeviceSize bufferSize = bufferRowLengthInUints * sizeof(uint32_t) * params.blitArea.height;
VkBufferCreateInfo blitBufferInfo = {};
blitBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
blitBufferInfo.flags = 0;
blitBufferInfo.size = bufferSize;
blitBufferInfo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
blitBufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
blitBufferInfo.queueFamilyIndexCount = 0;
blitBufferInfo.pQueueFamilyIndices = nullptr;
ANGLE_TRY(
blitBuffer.get().init(contextVk, blitBufferInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT));
blitBuffer.get().onGraphAccess(contextVk->getCommandGraph());
BlitResolveStencilNoExportShaderParams shaderParams;
if (isResolve)
{
CalculateResolveOffset(params, shaderParams.offset.resolve);
}
else
{
CalculateBlitOffset(params, shaderParams.offset.blit);
}
shaderParams.stretch[0] = params.stretch[0];
shaderParams.stretch[1] = params.stretch[1];
shaderParams.invSrcExtent[0] = 1.0f / params.srcExtents[0];
shaderParams.invSrcExtent[1] = 1.0f / params.srcExtents[1];
shaderParams.srcLayer = params.srcLayer;
shaderParams.srcWidth = params.srcExtents[0];
shaderParams.destPitch = bufferRowLengthInUints;
shaderParams.blitArea[0] = params.blitArea.x;
shaderParams.blitArea[1] = params.blitArea.y;
shaderParams.blitArea[2] = params.blitArea.width;
shaderParams.blitArea[3] = params.blitArea.height;
shaderParams.flipX = params.flipX;
shaderParams.flipY = params.flipY;
// Linear sampling is only valid with color blitting.
ASSERT(!params.linear);
uint32_t flags = src->getLayerCount() > 1 ? BlitResolveStencilNoExport_comp::kSrcIsArray : 0;
flags |= isResolve ? BlitResolve_frag::kIsResolve : 0;
// Change source layout prior to computation.
if (src->isLayoutChangeNecessary(vk::ImageLayout::ComputeShaderReadOnly))
{
vk::CommandBuffer *srcLayoutChange;
ANGLE_TRY(src->recordCommands(contextVk, &srcLayoutChange));
src->changeLayout(src->getAspectFlags(), vk::ImageLayout::ComputeShaderReadOnly,
srcLayoutChange);
}
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(framebuffer->getFramebuffer()->recordCommands(contextVk, &commandBuffer));
src->addReadDependency(contextVk, framebuffer->getFramebuffer());
// Blit/resolve stencil into the buffer.
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageView = srcStencilView->getHandle();
imageInfo.imageLayout = src->getCurrentLayout();
VkDescriptorBufferInfo bufferInfo = {};
bufferInfo.buffer = blitBuffer.get().getBuffer().getHandle();
bufferInfo.offset = 0;
bufferInfo.range = VK_WHOLE_SIZE;
VkDescriptorImageInfo samplerInfo = {};
samplerInfo.sampler = params.linear ? mLinearSampler.getHandle() : mPointSampler.getHandle();
VkWriteDescriptorSet writeInfos[3] = {};
writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[0].dstSet = descriptorSet;
writeInfos[0].dstBinding = kBlitResolveStencilNoExportDestBinding;
writeInfos[0].descriptorCount = 1;
writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfos[0].pBufferInfo = &bufferInfo;
writeInfos[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[1].dstSet = descriptorSet;
writeInfos[1].dstBinding = kBlitResolveStencilNoExportSrcBinding;
writeInfos[1].descriptorCount = 1;
writeInfos[1].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
writeInfos[1].pImageInfo = &imageInfo;
writeInfos[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[2].dstSet = descriptorSet;
writeInfos[2].dstBinding = kBlitResolveStencilNoExportSamplerBinding;
writeInfos[2].descriptorCount = 1;
writeInfos[2].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
writeInfos[2].pImageInfo = &samplerInfo;
vkUpdateDescriptorSets(contextVk->getDevice(), 3, writeInfos, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getBlitResolveStencilNoExport_comp(contextVk, flags,
&shader));
ANGLE_TRY(setupProgram(contextVk, Function::BlitResolveStencilNoExport, shader, nullptr,
&mBlitResolveStencilNoExportPrograms[flags], nullptr, descriptorSet,
&shaderParams, sizeof(shaderParams), commandBuffer));
commandBuffer->dispatch(UnsignedCeilDivide(bufferRowLengthInUints, 8),
UnsignedCeilDivide(params.blitArea.height, 8), 1);
descriptorPoolBinding.reset();
// Add a barrier prior to copy.
VkMemoryBarrier memoryBarrier = {};
memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
memoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
memoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
// Use the all pipe stage to keep the state management simple.
commandBuffer->pipelineBarrier(VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1, &memoryBarrier, 0, nullptr,
0, nullptr);
// Copy the resulting buffer into dest.
RenderTargetVk *depthStencilRenderTarget = framebuffer->getDepthStencilRenderTarget();
ASSERT(depthStencilRenderTarget != nullptr);
vk::ImageHelper *depthStencilImage = &depthStencilRenderTarget->getImage();
depthStencilImage->changeLayout(depthStencilImage->getAspectFlags(),
vk::ImageLayout::TransferDst, commandBuffer);
VkBufferImageCopy region = {};
region.bufferOffset = 0;
region.bufferRowLength = bufferRowLengthInUints * sizeof(uint32_t);
region.bufferImageHeight = params.blitArea.height;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
region.imageSubresource.mipLevel = depthStencilRenderTarget->getLevelIndex();
region.imageSubresource.baseArrayLayer = depthStencilRenderTarget->getLayerIndex();
region.imageSubresource.layerCount = 1;
region.imageOffset.x = params.blitArea.x;
region.imageOffset.y = params.blitArea.y;
region.imageOffset.z = 0;
region.imageExtent.width = params.blitArea.width;
region.imageExtent.height = params.blitArea.height;
region.imageExtent.depth = 1;
commandBuffer->copyBufferToImage(blitBuffer.get().getBuffer().getHandle(),
depthStencilImage->getImage(),
depthStencilImage->getCurrentLayout(), 1, &region);
return angle::Result::Continue;
}
angle::Result UtilsVk::copyImage(ContextVk *contextVk,
vk::ImageHelper *dest,
const vk::ImageView *destView,
vk::ImageHelper *src,
const vk::ImageView *srcView,
const CopyImageParameters &params)
{
ANGLE_TRY(ensureImageCopyResourcesInitialized(contextVk));
const vk::Format &srcFormat = src->getFormat();
const vk::Format &dstFormat = dest->getFormat();
const angle::Format &dstIntendedFormat = dstFormat.intendedFormat();
ImageCopyShaderParams shaderParams;
shaderParams.flipY = params.srcFlipY || params.destFlipY;
shaderParams.premultiplyAlpha = params.srcPremultiplyAlpha;
shaderParams.unmultiplyAlpha = params.srcUnmultiplyAlpha;
shaderParams.destHasLuminance = dstIntendedFormat.luminanceBits > 0;
shaderParams.destIsAlpha = dstIntendedFormat.isLUMA() && dstIntendedFormat.alphaBits > 0;
shaderParams.destDefaultChannelsMask = GetFormatDefaultChannelMask(dstFormat);
shaderParams.srcMip = params.srcMip;
shaderParams.srcLayer = params.srcLayer;
shaderParams.srcOffset[0] = params.srcOffset[0];
shaderParams.srcOffset[1] = params.srcOffset[1];
shaderParams.destOffset[0] = params.destOffset[0];
shaderParams.destOffset[1] = params.destOffset[1];
ASSERT(!(params.srcFlipY && params.destFlipY));
if (params.srcFlipY)
{
// If viewport is flipped, the shader expects srcOffset[1] to have the
// last row's index instead of the first's.
shaderParams.srcOffset[1] = params.srcHeight - params.srcOffset[1] - 1;
}
else if (params.destFlipY)
{
// If image is flipped during copy, the shader uses the same code path as above,
// with srcOffset being set to the last row's index instead of the first's.
shaderParams.srcOffset[1] = params.srcOffset[1] + params.srcExtents[1] - 1;
}
uint32_t flags = GetImageCopyFlags(srcFormat, dstFormat);
flags |= src->getLayerCount() > 1 ? ImageCopy_frag::kSrcIsArray : 0;
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ImageCopy, &descriptorPoolBinding,
&descriptorSet));
vk::RenderPassDesc renderPassDesc;
renderPassDesc.setSamples(dest->getSamples());
renderPassDesc.packColorAttachment(0, dstFormat.intendedFormatID);
// Multisampled copy is not yet supported.
ASSERT(src->getSamples() == 1 && dest->getSamples() == 1);
vk::GraphicsPipelineDesc pipelineDesc;
pipelineDesc.initDefaults();
pipelineDesc.setCullMode(VK_CULL_MODE_NONE);
pipelineDesc.setRenderPassDesc(renderPassDesc);
gl::Rectangle renderArea;
renderArea.x = params.destOffset[0];
renderArea.y = params.destOffset[1];
renderArea.width = params.srcExtents[0];
renderArea.height = params.srcExtents[1];
VkViewport viewport;
gl_vk::GetViewport(renderArea, 0.0f, 1.0f, false, dest->getExtents().height, &viewport);
pipelineDesc.setViewport(viewport);
VkRect2D scissor = gl_vk::GetRect(renderArea);
pipelineDesc.setScissor(scissor);
// Change source layout outside render pass
if (src->isLayoutChangeNecessary(vk::ImageLayout::AllGraphicsShadersReadOnly))
{
vk::CommandBuffer *srcLayoutChange;
ANGLE_TRY(src->recordCommands(contextVk, &srcLayoutChange));
src->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::AllGraphicsShadersReadOnly,
srcLayoutChange);
}
// Change destination layout outside render pass as well
vk::CommandBuffer *destLayoutChange;
ANGLE_TRY(dest->recordCommands(contextVk, &destLayoutChange));
dest->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ColorAttachment,
destLayoutChange);
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(
startRenderPass(contextVk, dest, destView, renderPassDesc, renderArea, &commandBuffer));
// Source's layout change should happen before rendering
src->addReadDependency(contextVk, dest);
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageView = srcView->getHandle();
imageInfo.imageLayout = src->getCurrentLayout();
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kImageCopySourceBinding;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
writeInfo.pImageInfo = &imageInfo;
vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr);
vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary();
vk::RefCounted<vk::ShaderAndSerial> *vertexShader = nullptr;
vk::RefCounted<vk::ShaderAndSerial> *fragmentShader = nullptr;
ANGLE_TRY(shaderLibrary.getFullScreenQuad_vert(contextVk, 0, &vertexShader));
ANGLE_TRY(shaderLibrary.getImageCopy_frag(contextVk, flags, &fragmentShader));
ANGLE_TRY(setupProgram(contextVk, Function::ImageCopy, fragmentShader, vertexShader,
&mImageCopyPrograms[flags], &pipelineDesc, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
commandBuffer->draw(6, 0);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::cullOverlayWidgets(ContextVk *contextVk,
vk::BufferHelper *enabledWidgetsBuffer,
vk::ImageHelper *dest,
const vk::ImageView *destView,
const OverlayCullParameters &params)
{
ANGLE_TRY(ensureOverlayCullResourcesInitialized(contextVk));
ASSERT(params.subgroupSize[0] == 8 &&
(params.subgroupSize[1] == 8 || params.subgroupSize[1] == 4));
uint32_t flags =
params.subgroupSize[1] == 8 ? OverlayCull_comp::kIs8x8 : OverlayCull_comp::kIs8x4;
if (params.supportsSubgroupBallot)
{
flags |= OverlayCull_comp::kSupportsBallot;
}
else if (params.supportsSubgroupBallot)
{
flags |= OverlayCull_comp::kSupportsArithmetic;
}
else
{
flags |= OverlayCull_comp::kSupportsNone;
}
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::OverlayCull, &descriptorPoolBinding,
&descriptorSet));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(contextVk, &commandBuffer));
dest->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ComputeShaderWrite,
commandBuffer);
enabledWidgetsBuffer->onRead(contextVk, dest, VK_ACCESS_SHADER_READ_BIT);
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageView = destView->getHandle();
imageInfo.imageLayout = dest->getCurrentLayout();
VkDescriptorBufferInfo bufferInfo = {};
bufferInfo.buffer = enabledWidgetsBuffer->getBuffer().getHandle();
bufferInfo.offset = 0;
bufferInfo.range = VK_WHOLE_SIZE;
VkWriteDescriptorSet writeInfos[2] = {};
writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[0].dstSet = descriptorSet;
writeInfos[0].dstBinding = kOverlayCullCulledWidgetsBinding;
writeInfos[0].descriptorCount = 1;
writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writeInfos[0].pImageInfo = &imageInfo;
writeInfos[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[1].dstSet = descriptorSet;
writeInfos[1].dstBinding = kOverlayCullWidgetCoordsBinding;
writeInfos[1].descriptorCount = 1;
writeInfos[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeInfos[1].pBufferInfo = &bufferInfo;
vkUpdateDescriptorSets(contextVk->getDevice(), 2, writeInfos, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getOverlayCull_comp(contextVk, flags, &shader));
ANGLE_TRY(setupProgram(contextVk, Function::OverlayCull, shader, nullptr,
&mOverlayCullPrograms[flags], nullptr, descriptorSet, nullptr, 0,
commandBuffer));
commandBuffer->dispatch(dest->getExtents().width, dest->getExtents().height, 1);
descriptorPoolBinding.reset();
dest->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ComputeShaderReadOnly,
commandBuffer);
return angle::Result::Continue;
}
angle::Result UtilsVk::drawOverlay(ContextVk *contextVk,
vk::BufferHelper *textWidgetsBuffer,
vk::BufferHelper *graphWidgetsBuffer,
vk::ImageHelper *font,
const vk::ImageView *fontView,
vk::ImageHelper *culledWidgets,
const vk::ImageView *culledWidgetsView,
vk::ImageHelper *dest,
const vk::ImageView *destView,
const OverlayDrawParameters &params)
{
ANGLE_TRY(ensureOverlayDrawResourcesInitialized(contextVk));
OverlayDrawShaderParams shaderParams;
shaderParams.outputSize[0] = dest->getExtents().width;
shaderParams.outputSize[1] = dest->getExtents().height;
ASSERT(params.subgroupSize[0] == 8 &&
(params.subgroupSize[1] == 8 || params.subgroupSize[1] == 4));
uint32_t flags =
params.subgroupSize[1] == 8 ? OverlayDraw_comp::kIs8x8 : OverlayDraw_comp::kIs8x4;
VkDescriptorSet descriptorSet;
vk::RefCountedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(allocateDescriptorSet(contextVk, Function::OverlayDraw, &descriptorPoolBinding,
&descriptorSet));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(contextVk, &commandBuffer));
dest->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ComputeShaderWrite,
commandBuffer);
culledWidgets->addReadDependency(contextVk, dest);
font->addReadDependency(contextVk, dest);
textWidgetsBuffer->onRead(contextVk, dest, VK_ACCESS_SHADER_READ_BIT);
graphWidgetsBuffer->onRead(contextVk, dest, VK_ACCESS_SHADER_READ_BIT);
VkDescriptorImageInfo imageInfos[3] = {};
imageInfos[0].imageView = destView->getHandle();
imageInfos[0].imageLayout = dest->getCurrentLayout();
imageInfos[1].imageView = culledWidgetsView->getHandle();
imageInfos[1].imageLayout = culledWidgets->getCurrentLayout();
imageInfos[2].imageView = fontView->getHandle();
imageInfos[2].imageLayout = font->getCurrentLayout();
VkDescriptorBufferInfo bufferInfos[2] = {};
bufferInfos[0].buffer = textWidgetsBuffer->getBuffer().getHandle();
bufferInfos[0].offset = 0;
bufferInfos[0].range = VK_WHOLE_SIZE;
bufferInfos[1].buffer = graphWidgetsBuffer->getBuffer().getHandle();
bufferInfos[1].offset = 0;
bufferInfos[1].range = VK_WHOLE_SIZE;
VkWriteDescriptorSet writeInfos[5] = {};
writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[0].dstSet = descriptorSet;
writeInfos[0].dstBinding = kOverlayDrawOutputBinding;
writeInfos[0].descriptorCount = 1;
writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writeInfos[0].pImageInfo = &imageInfos[0];
writeInfos[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[1].dstSet = descriptorSet;
writeInfos[1].dstBinding = kOverlayDrawCulledWidgetsBinding;
writeInfos[1].descriptorCount = 1;
writeInfos[1].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
writeInfos[1].pImageInfo = &imageInfos[1];
writeInfos[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[2].dstSet = descriptorSet;
writeInfos[2].dstBinding = kOverlayDrawFontBinding;
writeInfos[2].descriptorCount = 1;
writeInfos[2].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
writeInfos[2].pImageInfo = &imageInfos[2];
writeInfos[3].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[3].dstSet = descriptorSet;
writeInfos[3].dstBinding = kOverlayDrawTextWidgetsBinding;
writeInfos[3].descriptorCount = 1;
writeInfos[3].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeInfos[3].pBufferInfo = &bufferInfos[0];
writeInfos[4] = writeInfos[3];
writeInfos[4].dstBinding = kOverlayDrawGraphWidgetsBinding;
writeInfos[4].pBufferInfo = &bufferInfos[1];
vkUpdateDescriptorSets(contextVk->getDevice(), 5, writeInfos, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(contextVk->getShaderLibrary().getOverlayDraw_comp(contextVk, flags, &shader));
ANGLE_TRY(setupProgram(contextVk, Function::OverlayDraw, shader, nullptr,
&mOverlayDrawPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
// Every pixel of culledWidgets corresponds to one workgroup, so we can use that as dispatch
// size.
commandBuffer->dispatch(culledWidgets->getExtents().width, culledWidgets->getExtents().height,
1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::allocateDescriptorSet(ContextVk *contextVk,
Function function,
vk::RefCountedDescriptorPoolBinding *bindingOut,
VkDescriptorSet *descriptorSetOut)
{
ANGLE_TRY(mDescriptorPools[function].allocateSets(
contextVk, mDescriptorSetLayouts[function][kSetIndex].get().ptr(), 1, bindingOut,
descriptorSetOut));
bindingOut->get().updateSerial(contextVk->getCurrentQueueSerial());
return angle::Result::Continue;
}
UtilsVk::ClearFramebufferParameters::ClearFramebufferParameters()
: clearColor(false),
clearStencil(false),
stencilMask(0),
colorMaskFlags(0),
colorAttachmentIndexGL(0),
colorFormat(nullptr),
colorClearValue{},
stencilClearValue(0)
{}
} // namespace rx